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Does Anyone Actually Use Weapon Modules?


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#21 Sephlock

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Posted 17 August 2014 - 11:37 AM

If you steptart a lot you can some mileage out of certain modules. Just hide behind cover a bit longer than you otherwise would in exchange for the additional damage at range.

It isn't much, but it adds up.

I guess.

#22 Doctor Proctor

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Posted 17 August 2014 - 11:57 AM

View PostLefty Lucy, on 17 August 2014 - 11:27 AM, said:

Range is a situational advantage; you only get to use it when the enemy isn't up close. Unless it's a big range buff it's not going to offset a heat penalty for any but the coolest-running of weapons, because a heat penalty is a persistent disadvantage; it effects you every time you fire.

If the advantage from weapon modules were a persistent, if small, advantage, then they'd be more attractive. Say giving up heat for faster lock-on, higher projectile velocity, or shorter beam duration, then they'd be more attractive.


This hits the nail right on the head. The ONLY time the range module does something for me is when the enemy falls into the tiny extra range it adds. However, I get the extra heat ALL the time. That's the fundamental flaw in their design.

#23 wanderer

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Posted 17 August 2014 - 12:01 PM

MG, AMS, NARC. That's pretty much it.

#24 Gorgo7

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Posted 17 August 2014 - 12:11 PM

Yes,
-AMS range extender
-IS L Laser
-IS SRM 4
-IS SSRM
-Clan ERSmall Laser
-NARC
I have others but they are waiting for a buff to arrive.

Cheers

Edited by Gorgo7, 17 August 2014 - 12:11 PM.


#25 Vertigo 1

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Posted 17 August 2014 - 12:16 PM

View PostLefty Lucy, on 17 August 2014 - 11:27 AM, said:

Range is a situational advantage; you only get to use it when the enemy isn't up close. Unless it's a big range buff it's not going to offset a heat penalty for any but the coolest-running of weapons, because a heat penalty is a persistent disadvantage; it effects you every time you fire.

If the advantage from weapon modules were a persistent, if small, advantage, then they'd be more attractive. Say giving up heat for faster lock-on, higher projectile velocity, or shorter beam duration, then they'd be more attractive.


This right here is the main reason they seem rather useless to me.

#26 WmLowFlyer

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Posted 17 August 2014 - 12:24 PM

View PostVertigo 1, on 17 August 2014 - 10:55 AM, said:

The only weapon modules I've ever used at this point are for the AMS and NARC since they don't negatively affect my heat. Does anyone actually find it useful to nerf your own heat for 6 extra meters of range for a weapon? Sure the heat increase is negligible, but the extra range seems so negligible as well that it just seems pointless.

This is a serious question; I just don't understand why anyone would opt to have less heat efficiency for a measley few meters of extended range. Why is the heat tradeoff even part of the module stats? It should be a purely positive buff, with no negative impact IMO.


@OP


No

#27 Deathlike

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Posted 17 August 2014 - 12:30 PM

View PostCarrie Harder, on 17 August 2014 - 11:11 AM, said:

The negative tradeoff is that you have to use MGs... :)


Technically, the COF doesn't actually change, so the "new optimal range" is not going to guarantee an "accurate hit".

It's the hidden penalty, so to speak.

#28 Xeraphale

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Posted 18 August 2014 - 03:43 AM

I got the SSRM6 uprgade for my 5xSSRM6 Stormcrow. It's mostly a hit and run or chain fire mech so the tiny bit of extra heat doesn't mattrer too much.

#29 PANZERKAT

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Posted 18 August 2014 - 03:45 AM

I have 2 ML's in my Gauss Jager. I'll eventually get the range boost because it's obviously heat efficient. I'd also think about SRM range for an SRM build that could spare a little heat. Streaks, for sure. Missile weapons detonate at their range, so the little extra helps.

Machine gun. Obviously.

Edited by KOMMISSAR KITTY, 18 August 2014 - 03:46 AM.


#30 Monkey Lover

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Posted 18 August 2014 - 03:49 AM

on srms, lasers on lights with 4 or less and ams/narc. I want modules that take away range for less heat.

#31 MechWarrior849305

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Posted 18 August 2014 - 03:56 AM

Used once, inbefore need of C-Bills to buy k-foxes. Sold them all. One thing - you can't use more then one of a type on a single mech, so if you use only one weapon type (jenner and firestarter with MLs) - most of weapon module slots are empty. Instead of this BS I could use mech modules instead ;) As for modules itself - couldn't see any notable difference in heat efficiency of quad-ML light, as no big difference in firing distance

Edited by DuoAngel, 18 August 2014 - 03:57 AM.


#32 Turist0AT

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Posted 18 August 2014 - 03:59 AM

AMS and SPL range

#33 SgtMagor

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Posted 18 August 2014 - 04:05 AM

depends on the mech, the D-DC had 4 modules after being mastered, I only used targeting, and other electronic modules, now its down to 2, the D-DC with CC, ECM. and modules with more electronics was a life saver for the mech. now they split the modules up after I worked so hard to master the mech to not be able to put what I want on it sigh!

#34 Noesis

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Posted 18 August 2014 - 04:12 AM

Yes I use some of them selectively, AMS, MG, SRM, NARC. Some off the weapon systems if there is scope to afford some heat due to a dps build (better heat management) as opposed to alpha.

As mentioned previously expect more content from PGI with additional module options that have differing qualities effected. This is why I think the number of module slots have been expanded.

Convergance is not the miracle cure to PPD/FLD it only delays it, potentially more trouble than its worth and skews things more towards the timed shot from distance. It would also need a complete reworking of balancing weapon systems due to how this would effect weapons at different ranges and the impact to short range snap fire where the "shotgun" effect means that numbers of weapons and armour values with weapons will skew to averages, making assaults more effective than lights by equivalence.

And considering that there are existing mechanics that can be used to desync or effect weapons convergance at differing ranges to some extent that can achieve or impact the effects of PPD/FLD in a similar way with tuning the existing numbers this might be more prefereable than a complete re-working of weapon mechanics with aiming that simply for some has the potential to be annoying in a FPS game, especially if it does not remove all cases or existence of the problems with PPD/FLD as mentioned since it would just delay things if you do aim.

To further suggest to spreading out lasers with convergance that already have a DoT burst effect due to their beam/pulse use that already spreads damage then you would effectively gimp these weapons further and really highlights a missunderstanding of the fact that it is really ballistics (energy ballistics for PPCs) that have these problems. Lasers already are 50% effective by equivalence to ballistics based on applied hit values to their potentials as a result.

#35 Bigbacon

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Posted 18 August 2014 - 04:15 AM

i use the ML, SRMs, LL ones.

i think the SRM one is worth it, 11m seems like not a lot, but it works out.

well. and usingthe C-SL + a targeting computer 4 on my SL boat nova gives me like nealy an extra 20m (16?)

Edited by Bigbacon, 18 August 2014 - 04:16 AM.


#36 Theodore42

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Posted 18 August 2014 - 04:19 AM

Yeah I use them always. Think of them like a damage buff for the entire falloff range, not just those extra few meters that it adds to your max range. If you often shoot at enemys outside the max damage range then you should throw them on. If you only alpha stike at close range then skip it (You won't notice the heat in combat unless you only alpha strike. The penalty is so small!)

The GXP cost is 500 for lvl 1 and 600 for lvl 2. Some of the modules are a lot of Cbills but if you play often it is a good investment since weapon modules don't take up the otherwise more useful mech modules anymore.

#37 Scratx

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Posted 18 August 2014 - 04:36 AM

View PostTheodore42, on 18 August 2014 - 04:19 AM, said:

Yeah I use them always. Think of them like a damage buff for the entire falloff range, not just those extra few meters that it adds to your max range. If you often shoot at enemys outside the max damage range then you should throw them on. If you only alpha stike at close range then skip it (You won't notice the heat in combat unless you only alpha strike. The penalty is so small!)


Well, the buff is a marginal one at best, even if you ignore the heat. Which you can't ignore, actually, because it does make a difference in hotter builds, especially those with razor-thin edges on heat management.

Quote

The GXP cost is 500 for lvl 1 and 600 for lvl 2. Some of the modules are a lot of Cbills but if you play often it is a good investment since weapon modules don't take up the otherwise more useful mech modules anymore.


Did you notice a lot of mechs lost slots they could use for mech modules in favor of weapon modules?

And... seriously? How is a 3 million module that makes a marginal, at best, difference in damage output a good investment? I can't imagine how it will ever get me the money back.

The fact is, they're not a good investment. Marginal returns for a huge up front cost is bad enough, the fact it's all about a marginal situational advantage in return for a persistent disadvantage makes it facepalm worthy.

This is the real problem. They just suck. Hard.

Edited by Scratx, 18 August 2014 - 04:36 AM.


#38 Pope RW

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Posted 18 August 2014 - 04:41 AM

AMS and MG modules only. The only ones that don't boost heat.

#39 DaZur

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Posted 18 August 2014 - 04:43 AM

I have the mLas range x2 on my Phract.

Absolutely, 40m is not writing home about... That said, that measly 40m can mean the difference between issuing full DOT damage at range or resigning to diminished damage as you're out ranged.

Value is definitely tied to play-style.

#40 Gallowglas

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Posted 18 August 2014 - 08:29 AM

I use them, but I'll continue to point out that they would be MUCH more compelling if there were options other than range. There need to be modules that trade off range/damage, heat/damage, range/cooldown, etc.





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